A Frankenstein Approach to Open Source: The Construction of a 3D Game Engine as Meaningful Educational Process
Issue No. 02 - April-June (2010 vol. 3)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TLT.2010.3
Brett E. Shelton , Utah State University, Logan
Jon Scoresby , Utah State University, Logan
Tim Stowell , Utah State University, Logan
Michael R. Capell , Utah State University, Logan
Marco A. Alvarez , Utah State University, Logan
K. Chad Coats , Utah State University, Logan
Using open source components to assemble a working 3D game engine is an attractive alternative to purchasing off-the-shelf technology. A student development team can use many different resources to investigate what underlying mechanisms are needed to build virtual environments. However, the techniques and processes involved when using open source components offer unique insights and educational opportunities. Leveraging and modifying existing software, and participating in the open source community, may alter the perspective of how game engines can be created. In this work, the process of building a simulation 3D game engine to support a training application for emergency response personnel is discussed. Evidence is presented that researching, gathering, and assembling open source components to build an open educational resource (OER), in this case a virtual 3D application, holds educational value. The research focuses on students whose interests cross disciplines of computer science, educational technology, instructional design, and game design.
Educational simulations, educational games, knowledge sharing, computers and education.
M. R. Capell, B. E. Shelton, J. Scoresby, M. A. Alvarez, K. Chad Coats and T. Stowell, "A Frankenstein Approach to Open Source: The Construction of a 3D Game Engine as Meaningful Educational Process," in IEEE Transactions on Learning Technologies, vol. 3, no. , pp. 85-90, 2010.